コード例 #1
0
  void SourceSample::Load(char *filename) {
#define BUFSIZE 1024 * 1024
    SDL_RWops *rwops;

    rwops = SDL_RWFromFile(filename, "rb");

    Sound_Sample *sample = Sound_NewSample(rwops, NULL,
					   _system->GetAudioInfo(),
					   _buffersize );
    if(sample == NULL) {
      fprintf(stderr, "[error] failed loading sample from '%s': %s\n", 
	      filename, Sound_GetError());
      return;
    }
    
    Sound_DecodeAll(sample);

    _buffersize = sample->buffer_size;
    _buffer = new Uint8[_buffersize];
    memcpy(_buffer, sample->buffer, _buffersize);

    Sound_FreeSample(sample);
    
    // fprintf(stderr, "done decoding sample '%s'\n", filename);
    _position = 0;
  }
コード例 #2
0
ファイル: sound.c プロジェクト: RushOnline/timeless
static void start(sstate *data)
{

//	data->sample = Sound_NewSampleFromFile("rain.mtm", NULL, 65536);

	data->rw = SDL_RWFromConstMem(song, song_size);
	data->sample = Sound_NewSample(data->rw, ".mtm", NULL, 65536);
	if (data->sample == NULL)
	{
		fprintf(stderr, "Failed to init sound: %s\n", Sound_GetError());
		return;
	}

	data->devformat.freq = data->sample->actual.rate;
	data->devformat.format = data->sample->actual.format;
	data->devformat.channels = data->sample->actual.channels;
	data->devformat.samples = 4096;  /* I just picked a largish number here. */
	data->devformat.callback = audio_callback;
	data->devformat.userdata = data;
	if (SDL_OpenAudio(&data->devformat, NULL) < 0)
	{
		fprintf(stderr, "Couldn't open audio device: %s.\n", SDL_GetError());
		Sound_FreeSample(data->sample);
		return;
	}

	SDL_PauseAudio(0);

	data->done_flag = 0;
}
コード例 #3
0
ファイル: soundemitter.cpp プロジェクト: Alex223124/mkxp
	bool tryRead(SDL_RWops &ops, const char *ext)
	{
		Sound_Sample *sample = Sound_NewSample(&ops, ext, 0, STREAM_BUF_SIZE);

		if (!sample)
		{
			SDL_RWclose(&ops);
			return false;
		}

		/* Do all of the decoding in the handler so we don't have
		 * to keep the source ops around */
		uint32_t decBytes = Sound_DecodeAll(sample);
		uint8_t sampleSize = formatSampleSize(sample->actual.format);
		uint32_t sampleCount = decBytes / sampleSize;

		buffer = new SoundBuffer;
		buffer->bytes = sampleSize * sampleCount;

		ALenum alFormat = chooseALFormat(sampleSize, sample->actual.channels);

		AL::Buffer::uploadData(buffer->alBuffer, alFormat, sample->buffer,
							   buffer->bytes, sample->actual.rate);

		Sound_FreeSample(sample);

		return true;
	}
コード例 #4
0
  void SourceMusic::CleanUp(void) {
		_read = 0;
    _decoded = 0;

    if(_sample != NULL) {
      Sound_FreeSample(_sample);
			_sample = NULL;
		}
  }
コード例 #5
0
void Sound_temporary_release_music(void)
{
	int i;

	if (sound_enabled) {
		playing_music=false;
		for(i=0;i<3;i++) {
			if (music_loaded[i]) Sound_FreeSample(music_sound[i]);
		} /* if */ 
	} /* if */ 
} /* Sound_release_music */ 
コード例 #6
0
ファイル: sound.c プロジェクト: RushOnline/timeless
static void end(sstate *data)
{
	SDL_PauseAudio(1);

//	SDL_Delay(2 * 1000 * data->devformat.samples / data->devformat.freq);

	if (data->sample->flags & SOUND_SAMPLEFLAG_ERROR)
		fprintf(stderr, "Error decoding file: %s\n", Sound_GetError());

	Sound_FreeSample(data->sample);
	SDL_CloseAudio();
}
コード例 #7
0
ファイル: SDL_sound.c プロジェクト: AvelNaytroud/libsdl-sound
int Sound_Quit(void)
{
    ErrMsg *err;
    ErrMsg *nexterr = NULL;
    size_t i;

    BAIL_IF_MACRO(!initialized, ERR_NOT_INITIALIZED, 0);

    while (((volatile Sound_Sample *) sample_list) != NULL)
        Sound_FreeSample(sample_list);

    initialized = 0;

    SDL_DestroyMutex(samplelist_mutex);
    samplelist_mutex = NULL;
    sample_list = NULL;

    for (i = 0; decoders[i].funcs != NULL; i++)
    {
        if (decoders[i].available)
        {
            decoders[i].funcs->quit();
            decoders[i].available = 0;
        } /* if */
    } /* for */

    if (available_decoders != NULL)
        free((void *) available_decoders);
    available_decoders = NULL;

    /* clean up error state for each thread... */
    SDL_LockMutex(errorlist_mutex);
    for (err = error_msgs; err != NULL; err = nexterr)
    {
        nexterr = err->next;
        free(err);
    } /* for */
    error_msgs = NULL;
    SDL_UnlockMutex(errorlist_mutex);
    SDL_DestroyMutex(errorlist_mutex);
    errorlist_mutex = NULL;

    return(1);
} /* Sound_Quit */
コード例 #8
0
ファイル: sdl_sound-test.c プロジェクト: 3togo/mxe
int main(int argc, char *argv[])
{
    if (argc != 2) {
        fprintf(stderr, "usage: %s <filename>\n", argv[0]);
        return 1;
    }

    if (SDL_Init(SDL_INIT_AUDIO) != 0) {
        fprintf(stderr, "Error: %s\n", SDL_GetError());
        return 1;
    }

    if (Sound_Init() == 0) {
        fprintf(stderr, "Error: %s\n", Sound_GetError());
        return 1;
    }

    SDL_RWops* rw = SDL_RWFromFile(argv[1], "r");
    if (rw == NULL) {
        fprintf(stderr, "Error: %s\n", SDL_GetError());
        return 1;
    }

    Sound_AudioInfo wantedFormat;
    wantedFormat.channels = 2;
    wantedFormat.rate = 44100;
    wantedFormat.format = AUDIO_S16LSB;

    Sound_Sample* sample = Sound_NewSample(rw, 0, &wantedFormat, 8192);
    if (sample == 0) {
        fprintf(stderr, "Error: %s\n", Sound_GetError());
        return 1;
    }

    Sound_DecodeAll(sample);
    printf("Format: %s\n", sample->decoder->description);
    printf("Decoded %d bytes of data.\n", sample->buffer_size);
    Sound_FreeSample(sample);

    return 0;
}
コード例 #9
0
ファイル: sndsdl.c プロジェクト: BeniEnge/as_son_of_hunkypunk
static void cleanup_channel(schanid_t chan)
{
    if (chan->sdl_rwops)
    {
        if (!chan->decode)
            SDL_FreeRW(chan->sdl_rwops);
        else
            Sound_FreeSample(chan->decode);
        chan->sdl_rwops = 0;
        chan->decode = 0;
        chan->buffered = 0;
    }
    if (chan->sdl_memory)
    {
        free(chan->sdl_memory);
        chan->sdl_memory = 0;
    }
    switch (chan->status)
    {
        case CHANNEL_SOUND:
            if (chan->sample)
                Mix_FreeChunk(chan->sample);
            if (chan->sdl_channel >= 0)
            {
                Mix_GroupChannel(chan->sdl_channel, FREE);
                sound_channels[chan->sdl_channel] = 0;
            }
            break;
        case CHANNEL_MUSIC:
            if (chan->music)
            {
                Mix_FreeMusic(chan->music);
                music_channel = 0;
            }
            break;
    }
    chan->status = CHANNEL_IDLE;
    chan->sdl_channel = -1;
    chan->music = 0;
}
コード例 #10
0
ファイル: amaranth.c プロジェクト: henux/amaranth
/*
** Audio stream callback.
**
** Called by the SDL background thread each time the audio buffer is ready
** to receive more data.  The function decodes PCM samples from the sound
** stream and copies them to the buffer for playback. When an end-of-stream
** is reached, closes the audio stream and exits cleanly.
*/
static void
stream_callback (void *userdata, Uint8 *buffer, int length)
{
  Sound_Sample *stream = (Sound_Sample *) userdata;

  Uint32 bytes_decoded;

  /* Decode a chunk of PCM samples from the sound stream. */
  Sound_SetBufferSize (stream, length);
  bytes_decoded = Sound_Decode (stream);

  if (bytes_decoded == 0) {
    /* End-of-stream reached; exit cleanly. */
    Sound_FreeSample (stream);
    Sound_Quit ();
    SDL_Quit ();
    exit (0);
  }

  /* Copy the decoded samples to the audio buffer. */
  memcpy (buffer, stream->buffer, length);
}
コード例 #11
0
  SourceMusic::~SourceMusic() { 
    // fprintf(stderr, "nebu_SourceMusic destructor called\n");
#ifndef macintosh
		SDL_SemWait(_sem);
#else
        SDL_LockAudio();
#endif
		free(_buffer);
		
    if(_sample) {
      Sound_FreeSample( _sample );
			_sample = NULL;
		}

    if(_filename)
      free(_filename);

#ifndef macintosh		
		SDL_SemPost(_sem);
#else
        SDL_UnlockAudio();
#endif
  }
コード例 #12
0
ファイル: audio.cpp プロジェクト: sdetwiler/pammo
void closeAudio_platform(AudioInstance* instance)
{
    Sound_FreeSample(instance->mAudio.mSample);
    instance->mAudio.mSample = NULL;
}
コード例 #13
0
ファイル: sdlsoundsource.cpp プロジェクト: Alex223124/mkxp
	~SDLSoundSource()
	{
		/* This also closes 'srcOps' */
		Sound_FreeSample(sample);
	}
コード例 #14
0
static void playOneSoundFile(const char *fname)
{
    PlaysoundAudioCallbackData data;

    memset(&data, '\0', sizeof (PlaysoundAudioCallbackData));
    data.sample = Sound_NewSampleFromFile(fname, NULL, 65536);
    if (data.sample == NULL)
    {
        fprintf(stderr, "Couldn't load '%s': %s.\n", fname, Sound_GetError());
        return;
    } /* if */

    /*
     * Open device in format of the the sound to be played.
     *  We open and close the device for each sound file, so that SDL
     *  handles the data conversion to hardware format; this is the
     *  easy way out, but isn't practical for most apps. Usually you'll
     *  want to pick one format for all the data or one format for the
     *  audio device and convert the data when needed. This is a more
     *  complex issue than I can describe in a source code comment, though.
     */
    data.devformat.freq = data.sample->actual.rate;
    data.devformat.format = data.sample->actual.format;
    data.devformat.channels = data.sample->actual.channels;
    data.devformat.samples = 4096;  /* I just picked a largish number here. */
    data.devformat.callback = audio_callback;
    data.devformat.userdata = &data;
    if (SDL_OpenAudio(&data.devformat, NULL) < 0)
    {
        fprintf(stderr, "Couldn't open audio device: %s.\n", SDL_GetError());
        Sound_FreeSample(data.sample);
        return;
    } /* if */

    printf("Now playing [%s]...\n", fname);
    SDL_PauseAudio(0);  /* SDL audio device is "paused" right after opening. */

    global_done_flag = 0;  /* the audio callback will flip this flag. */
    while (!global_done_flag)
        SDL_Delay(10);  /* just wait for the audio callback to finish. */

    /* at this point, we've played the entire audio file. */
    SDL_PauseAudio(1);  /* so stop the device. */

    /*
     * Sleep two buffers' worth of audio before closing, in order
     *  to allow the playback to finish. This isn't always enough;
     *   perhaps SDL needs a way to explicitly wait for device drain?
     * Most apps don't have this issue, since they aren't explicitly
     *  closing the device as soon as a sound file is done playback.
     * As an alternative for this app, you could also change the callback
     *  to write silence for a call or two before flipping global_done_flag.
     */
    SDL_Delay(2 * 1000 * data.devformat.samples / data.devformat.freq);

    /* if there was an error, tell the user. */
    if (data.sample->flags & SOUND_SAMPLEFLAG_ERROR)
        fprintf(stderr, "Error decoding file: %s\n", Sound_GetError());

    Sound_FreeSample(data.sample);  /* clean up SDL_Sound resources... */
    SDL_CloseAudio();  /* will reopen with next file's format. */
} /* playOneSoundFile */